The task includes porting the Frozenbyte Editor to Linux and Mac OS X.

Description:Modifying the editor code to be less Windows dependant and to eventually build and run on Linux and Mac OS X. The specific details of how this could be accomplished, such as which cross platform libraries to use, would require further planning.

Why:Increase the possible contributors. Many people like to use their preferred OS whenever possible.

When:This is likely a fairly large task so the time scale would reflect that. Depends on how many people are working on it too.

Special skills:Programming and access to a variety of machines and OS installs.

This task could be broken into mini tasks.

Comment on this thread if you want to do/be part of this task. Multiple people can work on this since it is fairly large a task. The contributor most interested on working on this task can be the lead designer who can break the task into smaller pieces for others to work on.

Playing around locally it seems that git setting doesn't quite convert the line endings the way I thought. I think just running through all the text files with dos2unix could work better, I'll do a bit more testing before pushing anything.

Pushed those changes now. The diffs now appear to be actually useful now.

I was going to move all the sub directories to the root getting rid of the pointless "claw_source_final" folder and have the licence files in the same directory but I didn't want to have the huge commit any more confusing.

StevenT wrote:Pushed those changes now. The diffs now appear to be actually useful now.

Much better, thanks.

I was going to move all the sub directories to the root getting rid of the pointless "claw_source_final" folder and have the licence files in the same directory but I didn't want to have the huge commit any more confusing.

That would be the best.

Is it possible to change the history to get rid of those huge and ugly early commits? They cause problems for firefox and gitg.

alt_turo wrote:Is it possible to change the history to get rid of those huge and ugly early commits? They cause problems for firefox and gitg.

I don't think so, not without restarting the repo. Even reverted commits are actually just another commit with everything reversed. I've not used gitg, are the problems constant or just when viewing those commits?

Do a new editor, maybe the best way if is hard to do that with the code we have now. We can begin with a 2D editor maybe

That's actually a really good idea, had the same thought On this way, we have the advantage to build that applicationfor all three platforms from the ground up. If we using library files, we're able to split that project in some small pieces. Thatmakes it simple to implement it to other platforms, because the core functions are stored in a separated module without orjust less platform dependencies and all we have to do is to implement its interface methods to the platform depended parts,like cocoa on MacOSX or in .NET code on Windows.

But on this way, another questions would be really interesting, is it possible to get a specification for the level structure of jack claw? Because we'll need it to save and load routines of that editor or shall we build a completely new one?

AndySmile wrote:On this way, we have the advantage to build that application for all three platforms from the ground up. If we using library files, we're able to split that project in some small pieces. Thatmakes it simple to implement it to other platforms, because the core functions are stored in a separated module without or just less platform dependencies and all we have to do is to implement its interface methods to the platform depended parts, like cocoa on MacOSX or in .NET code on Windows.

Not a good idea. You would have several different UIs and have to keep all of them up to date. The preferable way would be to create an "in-game" editor which uses the UI primitives defined by the game itself. This way the same code is used on all platforms. It could even be a true in-game editor where you can easily switch between game and editor modes. This would require some major refactoring of the game first. And unfortunately the game ui code is pretty primitive so it would required lots of improvement first.

If you really want to use native widgets then you should use something cross-platform like wxWidgets or maybe GTK.

But on this way, another questions would be really interesting, is it possible to get a specification for the level structure of jack claw? Because we'll need it to save and load routines of that editor or shall we build a completely new one?

There's no specification. The code is all there is. game/Game.cpp (loadGame at line 4623) and ui/Terrain.cpp at least are interesting, possibly also game/GameUI.cpp

In the game data the level (currently just the one) is stored in "data/missions/mission1/". There are a bunch of scripts (.dhs and .dhps) and then binary files under bin/.

Someone really should write a specification for this. And it would also be very useful to write a text-only format to replace all the bin -files. This would make them easier to handle in version control.